I'm releasing a maintenance patch that should address several bugs in TCB 3.2. If anyone would like to help test, please verify the below issues are fixed (if you know which bug reports they are addressing). If there's a problem with any of these fixes, I'll put out a new build to fix them before this patch goes official.
[Please see bottom post for build 89 patch]
3.2.1.89
-----------
+
Multiple monitors: should now be able to drag the DROD app window onto a secondary monitor
(thanks, TFMurphy!)
+ Now clicking a stalwart will highlight its attack target.
+ Now clicking a snake will show its length in tiles.
!
Halph: now when the orb or pressure plate Halph is going to activate breaks (i.e. a one-use plate gets used, etc.), Halph will seek out a new one to activate.
*
Aumtlich beams and swords: Now when multiple swords are on the tile that blocks an aumtlich's gaze, all swords will be considered, and not only the one of the monster that moves last (
bug link)
*
Seep death: fixed so seep will die any time it ends up outside a wall or closed door (e.g. builder places a pit on it).
*
Destroying tarstuff: Events that destroy tarstuff now destroy all tar tiles first before any tar babies are created.
*
Killing brains: Now if a monster (e.g. guard, added) kills the last brain in the room, any monsters that haven't taken their turn yet will still used brained pathmapping (
bug link). This is to remove the non-obvious and confusing impact of monster movement order when the brain dies.
*
Questions, mimics and cut scenes: Now these should all work together properly on the same turn. (
bug link)
* When using a player role that kills with its body (like a goblin) it's now possible to simultaneously move a platform and kill a monster (
bug link)
(thanks, schep!)
* Rock Giants can kill characters whose appearance is Beethro or Stalwart, when the character is not Invulnerable. (Rock Giants will always refuse to step on anyone else.)
* When there are multiple Beethro NPCs in the room and one of them dies, the graphics code figures out the correct one so it can draw flailing sword and munching monster.
* Back-compatibility fix: Guards use pathmapping when their target is a Beethro NPC.
* Fixed playback of multi-room demos.
* Fixed: Now clones and characters in the form of a wraithwing, fegundo, tar baby, mud baby, or gel baby will not be killed by hot tiles.
! Now Halph can follow a player with Mimic or Decoy role.
3.2.1.88
-----------
* Fixed .dll version errors (build 87).
MSVS: Now built using MSVS 2008 C++, instead of 2005.
SDL: Upgraded the library from 1.2.13 to 1.2.14 (for changelog, see
here).
libcurl: Upgraded to 7.20.0 from 7.15.2
lpng: Upgraded to 1.4.1 from 1.2.15
libogg: Upgraded to 1.2.0 from 1.1
libvorbis: Upgraded to 1.3.1 from 1.2
libtheora: Upgraded to 1.1.1 from 1.0
zlib: Upgraded to 1.2.4 from 1.2.3
Several changes with how mirrors interact with items they are on top of: (thanks, schep!)
* Closing doors breaks fuses even when a mirror hides the fuse.
* When an explosion hits a tile with mirror and fuse, the mirror is destroyed and the fuse lights.
* Tokens which can toggle state get toggled even when under a mirror.
* If a mirror hiding a scroll falls into a pit or water, the scroll also falls.
* The script command 'Activate Item At' can activate tokens hidden by mirrors.
* If a character appears on a "
T-Layer"
object on a trapdoor and drops the trapdoor by moving, the object falls if building a pit or water would cause it to fall. [Affected objects: mirrors, potions, orbs, tarstuff, briars, bombs, and stations. Scrolls already worked correctly. Tokens, obstacles, and lightposts never fall.]
* Scripts can place build markers for potions, fuses, and bombs on tiles with mirrors.
* Builders will build fuses underneath mirrors rather than replacing the mirrors.
* When a briar destroys a mirror, any scroll, fuse, or token which was underneath is also destroyed.
* When a Builder destroys a mirror by building a potion or bomb, any scroll or fuse which was underneath is also destroyed.
*
Fixed display issues: "
Hold Mastered!"
now won't be drawn on "
Secret Room!"
message. (thanks, schep!)
3.2.1.87
-----------
* Fixed embedded .manifest file error (build 86).
+ New drod.ini option:
AlwaysFullBlit (thanks, Briareos!)
3.2.1.86
-----------
! Upgraded internal
libpng library to version 1.2.36.
! Upgraded internal
libvorbis library to version 1.2.0.
! Upgraded internal
libtheora library to version 1.0.
* Build 85 fix: now tarstuff monsters don't get an extra turn when activating a tar switch token. (thanks, TFMurphy!)
* Build 85 fix: pre-placed clones should not trigger pressure plates on room entrance.
* Now a flying clone doesn't trigger a pressure plate on placement.
*
Player progress import: Now imported player progress totals are merged correctly with the current player's room progress tally. (thanks, Schep!)
*
Player end hold import: Now when importing "
End Hold"
saved game info (i.e. from the TCB demo, where you end the hold at the end of the demo), if there is no way to actually end the hold from that room (e.g. in the full TCB hold version), then the game won't keep that bit of information any more.
* Fixed a memory leak when unpacking saved movement commands (e.g. when replaying a room demo).
* Fixed an NPC script cut-and-paste Goto command bug.
* Fixed potential crash when exiting the game when we couldn't load resources.
* Minor UI improvement: game now doesn't buffer up movement commands when holding down a key while transitioning to a new room.
! Cosmetic issue: Now awake, red evil eyes don't revert to blue when falling into a pit.
! Cosmetic issue: Now explosions appear on affected orbs. (thanks, Schep!)
3.2.1.85
-----------
! Now demos where the player doesn't start on a current valid room entrance are marked invalid (CaravelNet-related).
* Fixed a bridge building crash.
* Mimics and human NPCs: now can properly push a mirror and activate a token covered by the mirror at the same time.
* Clones: now their flying attribute is properly synched with the player's when the player's role changes.
* Tarstuff switcher tokens: now won't stop tarstuff from growing when activated by an NPC on the turn when tarstuff should grow.
3.2.1.84
-----------
* Fixed bomb explosions going against neighboring force arrows (thanks, TFMurphy!)
* Fixed a crash in the room editor.
* Fixed game level not exiting when starting the level on an exit itself.
* Fixed unlimited undo not working during room editor playtesting past restarting to a checkpoint.
* Fixed minor room editing issues.
! Made news marquee font size a bit larger.
! (Windows) Installer now doesn't require user admin privileges to run.
(this one might be especially useful to CSR)
____________________________
Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 01-03-2011 07:58 PM]